TGM Rotation: Difference between revisions

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'''TGM rotation''' is a game play mechanic used in ''[[Tetris The Grand Master]]'' and other Arika tetromino games, derived from [[Sega rotation]].
#REDIRECT:[[ARS]]
 
Games using TGM rotation generally use [[IRS#IRS|IRS]], fast [[DAS]], [[lock delay]], and firm [[drop]], and tetrominoes start out with the topmost block on the top row (generally row 20). ''[[Tetris The Grand Master Ace]]'' uses a hybrid of TGM rules and [[Tetris Guideline|Guideline]] rules.
 
== Basic rotation ==
TGM's basic rotations inherits most of its properties from [[Sega rotation]], which was used in most previous Japanese arcade Tetris games. Some defining design choices include:
* Having 2 (as opposed to 4) rotation states for S, Z, and I pieces to simplify learning.
* Keeping pieces at an even level while rotating to always allow rotation when the piece is on a flat surface.
* Pointing the initial stance of the T, L, and J pieces downward to add some extra challenge and also make it easy to have pieces grab bumps along the surface of the stack when playing at high gravity.
[[Image:Tgm basic ars description.png|left|frame|TGM's basic rotations.]]
<br clear="all">
== Wall kicks ==
TGM pioneered the use of [[wall kick]]s, with simple but effective kick rules. These rules were unchanged until [[TGM3]], remaining constant across [[TGM]], [[TA]], [[TAP]], and [[Sakura Tetris]]. Up to 3 locations are tried, in this order, before rotation will fail:
 
*Basic rotaion
*1 space right of basic rotation
*1 space left of basic rotation
 
In addition to these rules, there are some extra exceptions where certain wall kicks are not allowed:
 
*The I piece will never kick.
*L, J, and T pieces will not kick in the situations illustrated below.
 
{|
|- valign="top"
|{{pfstart}}
{{pfrow| | | | | | | | | | }}
{{pfrow| |L|L|L| | |J|J|J| }}
{{pfrow| |L|X| | | | |X|J| }}
{{pfend}}
|{{pfstart}}
{{pfrow| | | | |X| | | | | }}
{{pfrow| | | | |I| | | | | }}
{{pfrow| | | |I|I|I| | | | }}
{{pfend}}
|-
| colspan="2" | If the [[Image:XTet.png|X]] marked block is occupied when rotating from this position, TGM will not attempt wall kicks.
|}
 
==To-Do==
*describe Ti
*describe ACE's ARS and ARS2
*describe "Mihara's conspiracy"
*mention right bias
*add more visual aids?
 
== References ==
*[http://web.iis.to/tetris_tgm/newrotation.html KAN's detailed explanation of TGM3's new I and T floorkicks]
*[http://www13.plala.or.jp/TETRiS_TGM/kouza/index.htm TGM rotations, in Japanese]
 
[[Category:Game Mechanics]]
[[Category:Gameplay Components]]
[[Category:Rotation Systems]]

Latest revision as of 18:29, 28 August 2017

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